> For the complete documentation index, see [llms.txt](https://captain-tsubasa-rivals.gitbook.io/en/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://captain-tsubasa-rivals.gitbook.io/en/pvp-mode/pvp-rules.md).

# PvP Rules

### Turns

PvP mode is a three-turn representation of a football match. The match is played over a total of three turns: offense, defense, and offense.

| Turn |   User  | Opponent |
| :--: | :-----: | :------: |
|  1st | Offense |  Defense |
|  2nd | Defense |  Offense |
|  3rd | Offense |  Defense |

### Condition of victory

| Pattern | Turn 1 | Turn2 | Turn3 |   Result  |
| :-----: | :----: | :---: | :---: | :-------: |
|    1    |   Win  |  Win  |   -   |  Win(1-0) |
|    2    |   Win  |  Lose |  Win  |  Win(2-1) |
|    3    |   Win  |  Lose |  Lose |    Lose   |
|    4    |  Lose  |  Win  |  Win  |  Win(1-0) |
|    5    |  Lose  |  Win  |  Lose |    Lose   |
|    6    |  Lose  |  Lose |  Lose |    Lose   |
|    7    |  Lose  |  Lose |  Lose | Lose(0-1) |

### Player Selection

* The number of players that can be selected depends on the formation rules.
* The user can select any player for the offense turn and any player including goalkeepers for the defense turn.

<figure><img src="/files/YS1cCxnZcZ5YEB65dYjR" alt=""><figcaption></figcaption></figure>

### Teams and Players

Each team formation is considered as a unit of three players.

<figure><img src="/files/8yRvS9OG4WCmeVGYvW67" alt=""><figcaption></figcaption></figure>

If you use player 1 in turn 1,

<figure><img src="/files/SV8zn5gMBfODB4CCKqVs" alt=""><figcaption></figcaption></figure>

player 1 cannot be selected in turn 2.

<figure><img src="/files/2IRLtDaTbYxSkUxjIUSa" alt=""><figcaption></figcaption></figure>

### Commands

* Choose an optional command for each turn.
* Command options are as follows:

<table><thead><tr><th width="226" align="center">Offense</th><th width="196" align="center">Defense</th><th width="178" align="center">GK</th></tr></thead><tbody><tr><td align="center">Shoot</td><td align="center">Block</td><td align="center">Saving</td></tr><tr><td align="center">Dribble</td><td align="center">Tackle</td><td align="center">Super Catch</td></tr><tr><td align="center">Super Shoot</td><td align="center">Super Block</td><td align="center"></td></tr><tr><td align="center">Super Dribble</td><td align="center">Super Tackle</td><td align="center"></td></tr></tbody></table>

### Super Technique Commands

* To use a Super Technique, users will consume the Super Technique Gauge.
* At the start of the game, the user has four of these.
* When activating a Super Technique, users can choose which gauge to use (1-4).
* The number of gauges consumed determines the success rate of the Super Technique.

▼ Gauges and Success Rates

Gauge 1: 25% success

Gauge 2: 50% success

Gauge 3: 75% success&#x20;

Gauge 4: 100% success

\*If a Super Technique fails, parameters are calculated as a normal command.

### Command power

There are three factors that affect the power of commands when deciding on a command.

### Buffs

Each of the VS parameters (Toughness/Agility/Skill) is subject to a buffing effect by the Skill.

### Command **Affinity**

Commands with a compatibility advantage have an additional effect of x 130% on the parameters.

<figure><img src="/files/sL1Dq95DIpCKNxn1bHh9" alt=""><figcaption></figcaption></figure>

### Attribute Compatibility

<figure><img src="/files/kNs3r43bmfkxoPthumof" alt=""><figcaption></figcaption></figure>

The attributes of players and goalkeepers are compatible with each other.

* <mark style="color:red;">**Toughness**</mark> is stronger than <mark style="color:green;">**Skill**</mark>
* <mark style="color:blue;">**Agility**</mark> is stronger than <mark style="color:red;">**Toughness**</mark>&#x20;
* <mark style="color:green;">**Skill**</mark> is stronger than <mark style="color:blue;">**Agility**</mark>

\*When playing against compatible combinations, an additional effect of 25% is added to the parameters.
